I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...

I am trying to make simple 2D top down shooter to train my skills on Graphics programming and I am having trouble getting the input.
I am using glm as my math library, what I am trying to do on the ...

I'm working on a flight simulator, but I'm stuck with my airplane orientation. I tried some things but noone worked correctly. This is what I have :
To be able to move it and roll it around himself, ...

ANSWER AT THE BOTTOM OF THIS QUESTION
I have been reading tutorials, articles, questions on StackExchange and books all with the subject of skeletal rigging. I have boiled my program down to just the ...

I want to make a camera that can freely look and walk on X/Z plane and rotate 360 degrees. I'm using OpenGL and the lookAt function from the GLM library to create the view matrix. I've looked through ...

Similar to my previous question, I have a bounding box that I have transformed and scaled. Now, I want to get its center by doing this operation and store this value.
bbCenter = glm::vec3(bbMin_x + ...

I'm trying to implement skeletal animation using assimp and glm. Everything seems to work, except for rotations.
This is the code I use when packing assimp data into my own engine's format. I THINK ...

I'm trying to change the code from the 22th tutorial at http://ogldev.atspace.co.uk/, using the GLM library, but the result seems wrong.
The problem is shown in the below picture:
While it should be:
...

I'm trying to get my camera implemented with a glm::quat used to store the rotation.
However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's ...

In short: I need to combine rotation (in the form of a quaternion), scaling around a pivot point along with translation into a transformation matrix.
The long:
I am trying to implement a proprietary ...

I'm beginning with GLSL and I learning the basic, I am using glm to do the matrix calculations at this point everthing ok,the problem is how I can move the origin to the center of my object, not the ...

I am trying to convert a library called DragonBones to C++ Opengl which allows you to use Flash based skeletal animation. I'm almost done but I am running into a problem. I am trying to transform the ...

I've got a little problem with my picking module and I need your help.
I have a method to project a ray from the camera to a fixed point when I click somewhere. The computed ray looks good, it go to ...

I have screen with dimensions: 800x600.
The object that I want to rotate around is located at (400,300, -50) - center of the screen.
Orthogonal projection:
Near plan - 0.1f, far plane - 1000.0f
left - ...

I wrote a simple *.obj parser reading read vertices, texcoords and normals. But when I draw a model the texture isn't mapped correctly.
I have already tried uv.y = 1.0f - uv.y to get inverted Y axis ...

The aim of my program is to render a simple colored triangle in rotation. The rotations are correct if all Z values of my vertices are equals to 0.0f. If one of these values are different of 0.0f the ...

The goal of my program is to display a simple colored triangle rotating on the Y axis without any translation. I'm using the GLM library. The problem is that the transformations of my triangle are not ...

I only just started learning OpenGL and even things like vector maths etc a couple of days ago, so I am having a bit of trouble figuring out exactly what to do to implement an arcball camera system.
...

I made an OpenGL 3.x renderer for Box2D's debug draw (b2Draw base class). Unfortunately I've tried for a while now to convert the box2D units, which are meters to my internal units which are pixels. I ...

I have a camera position (Vec3) and camera horizontal/vertical angle. Now I want to translate my camera position toward the current camera orientation - what is the best way to do that? I am sure it's ...

I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got ...

I hope you know GL Mathematics (GLM) because I've got a problem, I can not break:
I have a set of Eular Angles and I need to perform smooth interpolation between them. The best way is converting them ...